​​FlasCC例子研究之bitmapdata​​



bitmapdata是FlasCC官方例子02_Interop中的例子。这例子比起c++interop来说,多了一个鼠标事件监听

我们逐行分析一下吧。

#include <AS3/AS3.h>

#include <Flash++.h>

using namespace AS3::ui;

static const int COORDBITS = 7; // 7 bits => dim of 128

static const int DIM = 1 << COORDBITS;

这个函数主要是根据一个给出的offset值,返回一个计算后的值

static int swizzleOffset(int offs)

{

  int result = 0;

  int coordBits = COORDBITS;

  int offsHi = offs >> COORDBITS; // take the higher order bits

  int coordBits2 = COORDBITS * 2;

  while(coordBits--)

  {

    // put the lowest bit in the "lo" offset bits

    // into the highest bit of the result...

    // it'll get shifted into a lower position

    // as the loop executes

    result |= ((offs & 1) << coordBits2);

    offs >>= 1;

    result >>= 1;

    // same for the "hi" offset bits

    result |= ((offsHi & 1) << coordBits2);

    offsHi >>= 1;

    result >>= 1;

  }

  return result;

}


// 将一个图像的像素进行混淆

static void swizzlePixels(unsigned *dst, unsigned *src)

{

    int offs = DIM * DIM;

    while(offs--)

    {

        int swiz = swizzleOffset(offs);

        dst[swiz] = src[offs];

    }

}


//监听鼠标点击事件,然后混淆BitmapData的像素值

static var mouseDownHandler(void *arg, var args)

{

    flash::events::MouseEvent event = flash::events::MouseEvent(args[0]);

    flash::display::Sprite sprite = flash::display::Sprite(event->target); // the container Sprite

    flash::display::Bitmap bitmap = flash::display::Bitmap(sprite->getChildAt(0)); // Bitmap is the only child

    flash::display::BitmapData bitmapData = bitmap->bitmapData;

    // ByteArray corresponding to our ram!

    // C ptrs are equivalent to offsets into this ByteArray

    flash::utils::ByteArray ram = internal::get_ram();

    // allocate space for the pixels

    unsigned *src = new unsigned[DIM * DIM];

    unsigned *dst = new unsigned[DIM * DIM];

    // copy current pixels directly to ram

    bitmapData->copyPixelsToByteArray(bitmapData->rect, ram, src);

    // swizzle them!

    swizzlePixels(dst, src);

    // write new pixels directly from ram

    bitmapData->setPixels(bitmapData->rect, ram, dst);

    // clean up

    delete dst;

    delete src;

    return internal::_undefined;

}


int main()

{

    //取得舞台

    flash::display::Stage stage = internal::get_Stage();

    //创建一个Shape

    flash::display::Shape myShape = flash::display::Shape::_new();

    flash::display::Graphics graphics = myShape->graphics;

    //绘制简单的图形 这是一个像把子一样的圆

    graphics->beginFill(0xff00ff, 0.5);

    graphics->drawCircle(64.0, 64.0, 64.0);

    graphics->endFill();

    graphics->beginFill(0xffff00, 0.5);

    graphics->drawCircle(64.0, 64.0, 40.0);

    graphics->endFill();

    graphics->beginFill(0x00ffff, 0.5);

    graphics->drawCircle(64.0, 64.0, 16.0);

    graphics->endFill();

    //创建一个BitmapData

    flash::display::BitmapData myBitmapData = flash::display::BitmapData::_new(DIM, DIM);

    //把图形绘制到这个bitmapdata上

    myBitmapData->draw(myShape);

    // 创建一个Bitmap

    flash::display::Bitmap myBitmap = flash::display::Bitmap::_new(myBitmapData);

    // 加到一个Sprite中,以便显示

    flash::display::Sprite mySprite = flash::display::Sprite::_new();

    mySprite->addChild(myBitmap);

    // 增加一个鼠标监听

    mySprite->addEventListener("mouseDown", Function::_new(&mouseDownHandler, NULL));

    // 添加到舞台

    stage->addChild(mySprite);

    // 这个函数将会使C++与AS3进行同步,以使可以处理鼠标事件。

    AS3_GoAsync();

    // 因为运行机制的原因,这行代码是无法到达的。

    return 0;

}

还是上个图吧。

FlasCC例子研究之bitmapdata_sed